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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-07-01 23:39:37 +0200 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-07-01 23:39:37 +0200 |
commit | 284c1c0514168e30338f2ad372b7e7f185dba0c4 (patch) | |
tree | 66e9ef12dda74a3c5e48b0ce8aa96427e903ff40 /src | |
parent | Implemented Vector3<>::Floor() (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/Entities/ArrowEntity.cpp | 12 | ||||
-rw-r--r-- | src/Vector3.h | 33 |
2 files changed, 24 insertions, 21 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index 2d6683f0a..7e96a666d 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -69,14 +69,18 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Vector3d Hit = a_HitPos; - Vector3d SinkMovement = GetSpeed() / 800; - SinkMovement.Clamp(0.001, 0.001, 0.001, 0.05, 0.05, 0.05); + Vector3d SinkMovement = GetSpeed() / 800; // Base value for arrow penetration + SinkMovement = Clamp( // Adjust the movement so that fast arrows don't go through blocks (though in reality they would, in addition to exploding into fragments :P) + SinkMovement, + (SinkMovement * 0.001) / SinkMovement.Length(), + (SinkMovement * 0.05) / SinkMovement.Length() + ); Hit += SinkMovement; // Make arrow sink into block a little super::OnHitSolidBlock(Hit, a_HitFace); - Hit.Floor(); + Vector3i BlockHit = Hit.Floor(); - int X = Hit.x, Y = Hit.y, Z = Hit.z; + int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z; m_HitBlockPos = Vector3i(X, Y, Z); // Broadcast arrow hit sound diff --git a/src/Vector3.h b/src/Vector3.h index b5ddc705a..faf7fe43c 100644 --- a/src/Vector3.h +++ b/src/Vector3.h @@ -135,19 +135,13 @@ public: } /** Runs each value of the vector through std::floor() */ - inline void Floor(void) + inline Vector3<T> Floor(void) const { - x = (T)floor(x); - y = (T)floor(y); - z = (T)floor(z); - } - - /** Clamps each value in the vector to within a specified range */ - inline void Clamp(T a_MinX, T a_MinY, T a_MinZ, T a_MaxX, T a_MaxY, T a_MaxZ) - { - x = Clamp(x, (T)copysign(a_MinX, x), (T)copysign(a_MaxX, x)); - y = Clamp(y, (T)copysign(a_MinY, y), (T)copysign(a_MaxY, y)); - z = Clamp(z, (T)copysign(a_MinZ, z), (T)copysign(a_MaxZ, z)); + return Vector3<T>( + (T)floor(x), + (T)floor(y), + (T)floor(z) + ); } // tolua_end @@ -162,6 +156,16 @@ public: return Equals(a_Rhs); } + inline bool operator > (const Vector3<T> & a_Rhs) const + { + return (SqrLength() > a_Rhs.SqrLength()); + } + + inline bool operator < (const Vector3<T> & a_Rhs) const + { + return (SqrLength() < a_Rhs.SqrLength()); + } + inline void operator += (const Vector3<T> & a_Rhs) { x += a_Rhs.x; @@ -305,11 +309,6 @@ protected: return (a_Value < 0) ? -a_Value : a_Value; } - /** Clamp X to the specified range. */ - T Clamp(T a_Value, T a_Min, T a_Max) - { - return (a_Value < a_Min) ? a_Min : ((a_Value > a_Max) ? a_Max : a_Value); - } }; // tolua_end |